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<title>jetpac.nes/src/jetpac.s, branch main</title>
<subtitle>Port to the NES/Famicom of "Jetpac" from Ashby Computers and Graphics Limited.
</subtitle>
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<updated>2026-04-13T14:34:11Z</updated>
<entry>
<title>Add sound effects</title>
<updated>2026-04-13T14:34:11Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-13T14:34:11Z</published>
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<id>urn:sha1:aef156ac6216ed157b06a2872ba051af43317e93</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Use the new asan:stack statement</title>
<updated>2026-04-08T14:10:41Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-08T14:10:41Z</published>
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<id>urn:sha1:c3c6f3b4469bf9eadff5763fa16dbbbf15637e57</id>
<content type='text'>
This allows us to account for the stack on the memory report. Using half
of the $100 page for stack management is most surely overblown, but I
have not really computed how much we are using the stack on this game,
even if I suspect that its usage is actually pretty minimal. Anyways, we
have room to spare in RAM space, so let's reserve half a page for the
stack.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Fix bogus comments</title>
<updated>2026-04-06T19:52:29Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-06T19:52:29Z</published>
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<id>urn:sha1:a26d621b1f6157f742ecd40e5ad7c4636a855d83</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Cycle the kind of shuttle to be used</title>
<updated>2026-04-02T12:40:12Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-02T12:40:12Z</published>
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<content type='text'>
In preparation to having multiple kinds of shuttles as in the original
game, introduce the 'Globals::zp_shuttle_kind' variable, which is just a
helper value by masking out the 'Globals::zp_level' variable. This in
turn will be the index for selecting which tile IDs for each shuttle
part.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Add a small signature in ROM space</title>
<updated>2026-04-02T05:04:33Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-02T05:04:33Z</published>
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<id>urn:sha1:1272d402ce2651e4e3966ecd2af2417eea66b0a3</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Save the high score after game over</title>
<updated>2026-03-27T09:48:53Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-25T22:44:29Z</published>
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<id>urn:sha1:63939a5c86c5678347f41f877e562b58236782df</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Update scores on screen</title>
<updated>2026-03-25T21:40:48Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-25T21:40:48Z</published>
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<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Add support for adding scores</title>
<updated>2026-03-25T00:03:17Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-25T00:03:17Z</published>
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<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Try to initialize enemies on unique Y coordinates</title>
<updated>2026-03-22T14:17:24Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-20T20:52:36Z</published>
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<id>urn:sha1:fb23cf51040f06bfcfbaf318d7b452d76ffbedfb</id>
<content type='text'>
That is, our PRNG algorithm is so stupid that sometimes it cycles into
the same value multiple times. While play testing, sometimes we were so
unlucky that we got all enemies on the same Y screen coordinate.

As funny as these situations can be, this shouldn't happen, so I have
introduced an (awesomely named) function that makes a harder effort at
finding a unique random number.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Push the value from Over::handle() to the stack</title>
<updated>2026-03-20T14:16:35Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-20T14:16:35Z</published>
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<id>urn:sha1:606bd95503e3c3caf61c90f48271c41651bdc937</id>
<content type='text'>
Setting 'Globals::zp_tmp0' with it is potentially dangerous given how
volatile this temporary memory address is.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
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